
MITE:Equilibrium
This mod offers a linear progression experience with the goal of liberating the End . Without overly flashy details, the main task is to carefully consider your environment and make the right choices.
Список изменений
MITE:Equilibrium 1.1.0.020260401_Beta:
i.模组支持的游戏版本从1.1.0开始变更为1.21.1
1、沙砾在高版本中分布极为广泛,故沙砾方块设定为只能进行一次性开采
当沙砾未掉落燧石或金属颗粒时,不再掉落自身,而是以新方块“平凡的沙砾”作为替代,该方块永远只掉落自身
2、玩家之间可以使用teleportToPlayer命令进行传送,但每一次传送需要消耗500xp
3、添加新食物:巧克力,回复3饱食度和3饱和度,使用糖和可可豆进行合成
4、创造模式下不再监听破坏方块的事件,因而一些方块(比如矿物等)的自定义战利品表不会被加载,破坏这些方块不会获得物品
5、添加了一系列游戏规则,供玩家关闭一些基础词条,玩家仅可在世界生成时决定这些变量
这些基础词条均开启时,就可以在击败末影龙时获得通关凭证
(1)是否启用合成耗时和合成等级限制,类型:布尔值
(2)玩家挖掘速度减益,类型:布尔值
(3)血月枯萎机制,类型:布尔值
(4)是否启用高级动物AI,类型:布尔值
(5)是否取消玩家的营养不良状态,类型:布尔值
(6)是否启用玩家间的传送命令,类型:布尔值
(7)村庄生成是否不受限制,类型:布尔值
(8)移除了血月的闪电事件,类型:布尔值
6、略微上调了动物的逃跑速度倍率,非紧迫状态:1.6->1.7,紧迫状态:1.7->1.8,该数值将长期固定
7、玩家开启所有基础词条并击败末影龙后,就会在当前存档目录下生成一份通关记录"WorldInformationRecorder.dat",文件了记录玩家的通关天数、世界种子和版本号信息
8、新增了一条服务端指令/checkAdvancement,该指令可用于读取此存档下的通关记录,但要求文件中记录的原始种子和存档的种子保持一致
9、跨版本更新:此前版本生成的通关凭证"Finish Game Once.dat"不再可用
10、修复了一个结构生成的bug,废弃传送门不会总是在(0,0)处生成了,玩家无法总是通过废弃传送门宝箱进行快速发育
11、废弃传送门分布的密度得到提升(与原版分布密度一致),玩家在外探索时更有机会遇见该结构,但对宝箱中金粒和金锭的生成权重进行了一些下调
12、添加了一个隐藏成就:未曾设想的道路
13、高草和矮草、甘蔗块无法再被瞬间破坏,移除了草种子食用时小概率陷入饥饿的设定
14、修复了银工作台破坏不掉落物品的bug
15、新增了一条客户端指令/fastFlySpeed,该指令可以让玩家拥有更快的飞行速度,所指定的值最大不超过0.5F,最小值不小于0.1F(供测试,该指令运行需要权限)
16、新增了一条服务端指令/checkDifficultyEntry,该指令可以列出所有基础词条的开启状态,并进行统计
17、新增了一条服务端指令/clearHunger,该指令会清空玩家所有的饱食度和饱和度(供测试,该指令运行需要权限)
18、修复了一个Nbt标签未正确初始化的bug,该bug导致在创建世界的一瞬间若快速按住Esc进行保存有概率触发空指针错误
19、性能提升:通过更安全的策略直接修改游戏注册表,玩家在挖掘某些方块时不必再遍历方块标签来获取挖掘速度了
20、常用的功能方块(比如箱子、铁砧)的挖掘速度变得更快
21、修复了村庄和前哨站仍会在x>|1000|或z>|1000|的区域无条件生成的bug,现重构了底层代码,解决了一个长期历史遗留问题
(1)选址初筛:在没有Server上下文信息时,过滤掉所有1km正方形半径内的村庄、前哨站生成点(不受难度词条影响),再参与到下一步计算
(2)放置过滤:拿到Server服务器信息时,由难度词条、游戏天数、是否合成金属镐等变量决定是否在区块上生成村庄、前哨站
(3)已进行的测试用例
处于正方形半径内->一定不生成村庄 & 前哨站,然后在正方形外考虑:
关闭限制、天数≥10、有解锁 → 生成村庄 & 前哨站
关闭限制、天数≥10、无解锁 → 生成村庄 & 前哨站
关闭限制、天数<10、有解锁 → 生成村庄 & 前哨站
关闭限制、天数<10、无解锁 → 生成村庄 & 前哨站
开启限制、天数≥10、有解锁 → 生成村庄 & 前哨站
开启限制、天数≥10、无解锁 → 不生成村庄 & 前哨站
开启限制、天数<10、有解锁 → 不生成村庄 & 前哨站
开启限制、天数<10、无解锁 → 不生成村庄 & 前哨站
MITE:Equilibrium 1.1.0.020260401_Beta:
1.Gravel is extremely common in higher versions, so gravel blocks can now only be mined once.
2.When gravel does not drop flint or metal nuggets, it no longer drops itself. Instead, it is replaced by a new block, "Mundane Gravel", which always drops only itself.
3.Players can use the teleportToPlayer command to teleport to each other, but each teleport consumes 500 XP.
4.New food added: Chocolate. Restores 3 hunger and 3 saturation. Crafted using sugar and cocoa beans.
5.Block destruction events are no longer listened to in Creative mode. As a result, custom loot tables for some blocks (e.g., ores) are not loaded, and breaking these blocks yields no items.
6.Added a series of game rules that players can toggle to disable certain basic features. These variables can only be set when the world is generated.
7.When all basic "difficulty entries(These are gamerules that can only be set when creating a world)" are enabled, defeating the Ender Dragon grants a completion certificate.
(1) Enable crafting time and crafting level restrictions – Type: Boolean
(2) Player mining speed penalty – Type: Boolean
(3) Blood Moon withering mechanic – Type: Boolean
(4) Enable advanced animal AI – Type: Boolean
(5) Disable player malnutrition status – Type: Boolean
(6) Enable player teleport commands – Type: Boolean
(7) Village generation unrestricted – Type: Boolean
(8) Remove Blood Moon lightning events – Type: Boolean
7.Slightly increased the animal flee speed multiplier:
Non-fleeing state: 1.6 → 1.7
Fleeing state: 1.7 → 1.8
These values will remain fixed long-term.
8.After a player enables all basic features and defeats the Ender Dragon, a completion record file WorldInformationRecorder.dat is generated in the world save directory. The file records the player's completion day, world seed, and version information.
9.Added a new server command /checkAdvancement – reads the completion record in this world save, but requires that the original seed recorded in the file matches the world's seed.
10.Cross-version update: The previously generated completion certificate Finish Game Once.dat is no longer usable.
11.Fixed a structure generation bug: Ruined portals no longer always generate at (0,0), so players can no longer always rely on ruined portal chests for rapid early-game development.
11.Ruined portal density has been increased (matches vanilla distribution density), making them more likely to be encountered while exploring. However, the generation weight of gold nuggets and gold ingots in their chests has been slightly reduced.
12.Added a hidden achievement: "未曾设想的道路".
13.Tall grass, short grass, and sugar cane blocks can no longer be instantly broken. Removed the small chance of causing hunger when eating grass seeds.
14.Fixed a bug where silver crafting tables did not drop items when broken.
15.Added a new client command /fastFlySpeed – allows the player to have faster flight speed. The specified value must not exceed 0.5F and is at least 0.1F. (For testing; requires permission to run.)
16.Added a new server command /checkDifficultyEntry – lists the enabled status of all difficulty entries and provides statistics.
17Added a new server command /clearHunger – clears all of the player's hunger and saturation. (For testing; requires permission to run.)
18.Fixed a bug where an NBT tag was not properly initialized, which could cause a null pointer error if the player quickly pressed Esc to save immediately after world creation.
19.Performance improvement: The game registry is now modified directly using a safer strategy. When mining certain blocks, the game no longer needs to iterate through block tags to obtain mining speed.
20.Commonly used functional blocks (e.g., chests, anvils) now mine faster.
21.Fixed a bug where villages and outposts would unconditionally generate in regions where x > |1000| or z > |1000|. The underlying code has been refactored to resolve a long-standing legacy issue.
(1) Initial site filtering: Without server context, all village/outpost generation points within a 1km square radius are filtered out (unaffected by difficulty rules) before proceeding to the next step.
(2) Placement filtering: When server information is available, whether villages/outposts generate in a chunk is determined by variables such as difficulty rules, in-game days, and whether a metal pickaxe has been crafted.
(3) Test cases performed:
Inside the square radius → villages & outposts never generate. Outside the square radius, the following results were observed:
Restrictions off, days ≥ 10, unlocked → villages & outposts generate
Restrictions off, days ≥ 10, not unlocked → villages & outposts generate
Restrictions off, days < 10, unlocked → villages & outposts generate
Restrictions off, days < 10, not unlocked → villages & outposts generate
Restrictions on, days ≥ 10, unlocked → villages & outposts generate
Restrictions on, days ≥ 10, not unlocked → villages & outposts do NOT generate
Restrictions on, days < 10, unlocked → villages & outposts do NOT generate
Restrictions on, days < 10, not unlocked → villages & outposts do NOT generate